Ok, about the gravity hull designator. It causes the systems that determine what planet the players on to not work while you are inside, this results in the game thinking you are in space. To resolve this just use gravity plating or a LS Core to make it breathable. I hope to eventually come up with a way to fix this conflict, once and for all.

Ok, about the gravity hull designator. It causes the systems that determine what planet the players on to not work while you are inside, this results in the game thinking you are in space. To resolve this just use gravity plating or a LS Core to make it breathable. I hope to eventually come up with a way to fix this conflict, once and for all.

It overrides some finding functions, try switching out what you can for one of the overridden ones.

I got an idea, which shouldn't be too difficult but would add uniqueness to each individual player.
Why not provide suit model options? Instead of everyone being the same model but differently colored, why not allow the option to choose your suit model? (Could be found under the Environments tab and near settings)

Those would just be the default options for players to choose from, but as always if people wanted custom models to be used on their server instead they could go into your lua file and edit them themselves.
The reason I think multiple options should be available, is simply so that color isn't the only thing that makes people look differently from each other. Plus its fun, if anything, to choose your space suit /ect.

Edited: Sorry for the Bump :(

Also, I'm not sure if you are aware of this but whenever I spawn the LCDevice from the Entities menu I receive this error:

Yeah, will add that eventually, gotta figure out how to do it without having a massive page of model options.

Well since it wouldn't be more than like 8models, maximum, why not just put it below the Suit Coloring in settings? Have it be small model avatars that would not take up too much space and wouldn't require a scroll bar.

Hey guys, today I am redoing the SVN so I can add more addons like my LS to its folder structure without having to create a new SVN. You will need to redownload the addon with the new structure in order to get updates.

I just downloaded the latest svn updates right before heading to bed. I see you updated the visor hud. I can see the clock now, but at 1680x1050 the three bars on the left side are still cut off (I didn't try 1920x1200 but I doubt that would change anything plus it makes me lag a bit). Also the breathing sounds while your helmet is on is creative but you should include an option to turn it off because it gets kind of annoying with headphones on plus I imagine it would get annoying eventually even without using headphones. I like that when you die in space your body floats and spins around a bit. Much better then how your body suddenly has gravity in space when you die with SB3. As I said, I haven't gotten to test the actual life support yet, but I just wanted to drop you a line and say keep up the good work. =)

I just downloaded the latest svn updates right before heading to bed. I see you updated the visor hud. I can see the clock now, but at 1680x1050 the three bars on the left side are still cut off (I didn't try 1920x1200 but I doubt that would change anything plus it makes me lag a bit). Also the breathing sounds while your helmet is on is creative but you should include an option to turn it off because it gets kind of annoying with headphones on plus I imagine it would get annoying eventually even without using headphones. I like that when you die in space your body floats and spins around a bit. Much better then how your body suddenly has gravity in space when you die with SB3. As I said, I haven't gotten to test the actual life support yet, but I just wanted to drop you a line and say keep up the good work. =)

There is an option, its in the Settings Menu in the Environments tab in the tool part of the spawn menu. I meant to make it off by default, but I forgot, and will fix that next update.

Another challenge is to stop the suit from resetting to 5% when you exit a CAP ship. An ugly fix in their code would be to save all stats (weapons, ammo and suit) and return them in ENT:Exit(). I hope there is a better way.

Ok, think I got the Stargate override done. I had to do some messy overriding to get it to work, but it should work fine. Will upload in a few minutes after some testing.

Edited:

Ok, its on the SVN, unfortunately I had to use my new usermessage base networking system that is unfinished. You will not see the correct values on generators when you join until they update, didn't get around to that. But, it shouldn't be too much of a problem and will be fixed soon.

Some kind of resource valve would be nice to be able to send resources between nodes. I believe it's a simple thing to do; string input for resource name and number inputs for amount and "send". High-speed adresses would be nice too (one address for each resource and the amount is sent as the data to the address).

Edit: Almost forgot the reason I want this. It's a good thing when building large systems with life-support and stuff. If something, e.g. a reactor, malfunctions or someone decides to destroy the place, you don't want unnecessary things to drain all the energy without turning them off completely. A resource valve would make it possible to program the system to keep the most important systems online.

Some kind of resource valve would be nice to be able to send resources between nodes. I believe it's a simple thing to do; string input for resource name and number inputs for amount and "send". High-speed adresses would be nice too (one address for each resource and the amount is sent as the data to the address).

OH NO NO.

This should be done with pumps. Just add a wire option to restrict transfer of certain elements.

This should be done with pumps. Just add a wire option to restrict transfer of certain elements.

If you want the resource valve, go play with SB3.

The valves in SB3 are not user friendly. I was thinking of a simple linked valve to transfer resources within a system. The pump is currently designed to transfer between different systems. Your idea may have some potential, though, if wire inputs are made for more advanced wire control including setting pump rate, resources to be transferred (maybe a table input?) and to cut the flow completely without unplugging.

The valves in SB3 are not user friendly. I was thinking of a simple linked valve to transfer resources within a system. The pump is currently designed to transfer between different systems. Your idea may have some potential, though, if wire inputs are made for more advanced wire control including setting pump rate, resources to be transferred (maybe a table input?) and to cut the flow completely without unplugging.

Problem is, the regular user doesn't want advanced wire control over everything. This needs to be accessible for every spacebuilder.

Problem is, the regular user doesn't want advanced wire control over everything. This needs to be accessible for every spacebuilder.

I agree with you, but I think you've misunderstood my post. I do not want to change the current default behaviour of the pump, but instead allow advanced players to gain more from them. In my opinion, the pumps should act exactly as they do now, unless one attaches wires to the inputs I requested. The high-speed wiring addresses I mentioned earlier would most probably not be noticed at all by regular users, since they don't come in contact with advanced wiring.